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==Mind Trickster==
 
==Mind Trickster==

Revision as of 17:49, 8 September 2010

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Author: ElfsMaster (talk)
Date Created: 09/08/2010
Status: sandbox
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File:DragonGirl.jpg
A Mind Trickster and her pet

Mind Trickster

Add later.

Making a Mind Trickster

The mind trickster is the master of the mind control. It has an unparalleled ability with social interaction skills and his mind tricks can help him mentally overcome even the most intelligent wizard. His domination feature allows him to control powerful minions, which greatly increases his battlefield capacity as well as his survivability. However, the mind trickster himself is weak and frail, depending on the protection of his dominated creatures to defend himself, assuming a defensive support role during a fight.

Abilities: Charisma and Inteligence are the most important abilities since they determine how strong are the character's mind tricks and his skills bonuses. Constitution and Dexterity provide a better survivability while Wisdom improves the character's awareness. Strength is the least important ability, as the trickster isn't combat focused.

Races: Most mind tricksters are humans, but every race can find a place for a mind controller.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As wizard

Table: The Mind Trickster

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Mind Tricks/Day
Fort Ref Will
1st +0 +2 +0 +2 Manipulation, Confidence 3
2nd +1 +3 +0 +3 3
3rd +1 +3 +1 +3 4
4th +2 +4 +1 +4 Shatter the Mind 1/day, Domination 4
5th +2 +4 +1 +4 5
6th +3 +5 +2 +5 5
7th +3 +5 +2 +5 6
8th +4 +6 +2 +6 Shatter the Mind 2/day 6
9th +4 +6 +3 +6 7
10th +5 +7 +3 +7 7
11th +5 +7 +3 +7 One Mind 8
12th +6/+1 +8 +4 +8 Shatter the Mind 3/day 8
13th +6/+1 +8 +4 +8 9
14th +7/+2 +9 +4 +9 9
15th +7/+2 +9 +5 +9 10
16th +8/+3 +10 +5 +10 Shatter the Mind 4/day 10
17th +8/+3 +10 +5 +10 11
18th +9/+4 +11 +6 +11 11
19th +9/+4 +11 +6 +11 12
20th +10/+5 +12 +6 +12 Shatter the Mind 5/day 12

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis),

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

Confidence (Ex): The mind trickster irradiates an aura of confidence that inspires his allies and threatens his enemies. All minions he controlls receive 1/5th of the mind trickster's level as morale bonus to attack and damage rolls. All hostile creatures must succeed a Will check (DC 10 + half the mind trickster class level + his Charisma modifier) or receive 1/5th of the trickster's level as morale penalty to attack and damage rolls for as long as they remain in the affected area. The check can only be made once each encounter and the result will remain if the enemy reenters the area.

Manipulation: The mind trickster studies the social interactions and the art of manipulation. He can add his Intelligence modifier as a bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks.

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

Shatter the Mind (Su): The mind trickster can use his mental influence to completely disrupt one's mind. Starting at level 4, once per day he can attempt to shatter the mind of a creature. If the target fails a Will test (DC 10 + condition modifiers + the character's Charisma modifier) it will fall unconscious for 1d6 minutes. During this duration, it will automatically fail any Will checks to resist mind effects, such as the trickster's enchantments.

Table: Shatter the Mind Condition Modifiers
Condition DC Modifier
Target Asleep +2
Target has less Intelligence then the character +1/3 points
Target has more Intelligence then the character -1/point
Target is in combat -2
Target friendly +4
Target hostile -2

Domination (Su): The mind trickster can dominate any creature affected by the Shatter the Mind ability, as long as it doesn't exceed twice his HD. Once under his control, the creature obeys his orders to the best of it's abilities. However, if the controller gives an order that is suicidal or opposite to the minion's nature, it receives a Will check (DC 10 + half the controller's class level + the controller's Charisma modifier) to get free from the domination. This effect is permanent, but the mind trickster can only dominate one creature at a time. If he tries to dominate a second one, the first one will be freed.

Epic <-class name->

Table: The Epic Mind Trickster

Hit Die: d4

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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